| 0 : | Rotated Sector| 1 : | Pivot Sprite for SE-0 | 2 : | Earthquake | 3 : | Random Lights After Shot Out | 4 : | Random Lights | 6 : | Subway Engine | 7 : | Transport (For water: ST-1 or ST-2) | 8 : | Up Open Door Lights | 9 : | Down Open Door Lights | 10 : | Door Auto Close (H=Delay) | 11 : | Rotate Sector Door | 12 : | Light Switch | 13 : | C-9 Explosive | 14 : | Subway Car | 15 : | Slide Door (ST-25) | 17 : | Elevator Transport | 18 : | Incremental Sector Raise/Lower (PPak) | 19 : | Shot Touchplate Ceiling Down | 20 : | Bridge (ST-27) | 21 : | Drop Floor (ST-28) | 22 : | Prong (ST-29) | 24 : | Conveyor Belt | 25 : | Engine | 27 : | Camera For Playback | 28 : | Lightning Engine | 29 : | Float | 30 : | 2-Way Train (ST-31) | 31 : | Floor Rise | 32 : | Ceiling Fall | 33 : | Spawn Jib w/Quake | 36 : | Shrink Ray Shooter | |
| SE 0: | Rotate Sector |
| :Used to rotate a sector around a pivot point | |
| Hitag : | Set equal to Hitag of SE 1 as pivot point for sector. |
| Sector Lotag : | none |
| Angle : | up = Rotate all points around SE 1 |
| down = Rotate sector around SE 1 | |
| Shade : | none |
| Palette : | none |
| Comments : | If Relative alignment is set on the floor (the R key) then all sprites and actors on the floor will rotate with the sector |
| SE 1: | Pivot for Rotate SE 0 |
| :Used as a pivot point for Sector Effector 0 to rotate a sector around | |
| Hitag : | Set equal to Hitag of all SE 0 to rotate |
| Sector Lotag : | none |
| Angle : | Up = Rotate clockwise |
| Down = Rotate counter-clockwise | |
| Shade : | none |
| Palette : | none |
| Comments : | |
| SE 2: | Earthquake |
| :Used to set off an earthquake. During the earthquake, the screen will shake for about 4 seconds. The sector will move in the direction that the SE sprite is pointing. If there is a slope, then it will rise during the earthquake. | |
| Hitag : | none |
| Sector Lotag : | none |
| Angle : | Direction to move sector during earthquake |
| Shade : | none |
| Palette : | none |
| Comments : | :Must activate with Masterswitch :If there is a slope, then it will be made flat at pre-map and rised during the earthquake to a maximum height of 4 clicks. |
| SE 3: | Random lights after shot out |
| :Used to create lighting effect when lights are shot out. It will also set the color of light when the light is on. Make the sector shade dark when the light is out and make the SE sprite shade bright when the light is on. | |
| Hitag : | Set equal to Wall Lotag with graphic of Light or Set equal to Ceiling Hitag with graphic of Light. |
| Sector Lotag : | none |
| Angle : | none |
| Shade : | Set to brightness when light is on, set sector brightness to when light is off |
| Palette : | Set to palette lookup number when light is on |
| Comments : | :Can be used with SE 12 to be turned on and off with a light switch
until the lights are shot out. :The lights color is taken from the SE sprite's Palette when the light is on, and the sector's palette when the light is off. Default is no color (eg palette=0) :Both the SE sprite and the sector can have different palettes. |
| SE 4: | Random Lights |
| :Used to make sector randomly flash in brightness. It will also set the color of light when the light is on. Make the sector shade dark when the light is off and make the SE sprite shade bright when the light is on. | |
| Hitag : | Set for Random Flash number |
| Sector Lotag : | none |
| Angle : | none |
| Shade : | Set to brightness when light is on, set sector brightness to when light is off. |
| Palette : | Set to when light is on |
| Comments : | :Can not be used with SE 12 to be turned on and off with a light
switch. :The light's color is taken from the SE sprite's palette when the light is on, and the sector's palette when the light is off. Default is no color (e.g. palette=0) :Both the SE sprite and the sector can have different palettes. |
| SE 6: | Subway Engine |
| :Used as the Engine for a Subway. Use with SE 14 for multiple subway cars. Must be used with Locator Sprite to set track. | |
| Hitag : | Set equal to Locator Lotag for starting position |
| Sector Lotag : | Set equal to 31 to have sectors within sectors for your cars. Every sector within the car must have the 31 tag. |
| Sector Hitag : | All sectors within Car sector must be equal |
| Angle : | Set for direction of Subway |
| Shade : | none |
| Palette : | none |
| Comments : | :Set relative alignment on sector floor (R key) to make sprites move :If a Locator has a Hitag of 1, then the subway will stop at that locator for 5 seconds then continue. |
| SE 7: | Transport/Water |
| :Used as a Teleporter and Water Effect | |
| Hitag : | Set equal to one other SE 7 to Transport to |
| Sector Lotag : | 0 = Teleporter 1 = On top of water 2 = Underwater |
| Angle : | none |
| Shade : | none |
| Palette : | 0 = Water 8 = Green Slime |
| Comments : | :If the Sector Effector Sprite is off the floor, then you will only
teleport when Duke's waist is at the same height as the sprite and in the
same sector. :When using with Sector Lotag 1 and 2 as water, the two sectors must be exactly the same size or you will teleport to death. |
| SE 8: | Up open Door Lights |
| :Used to light up a room when a door is opened. | |
| Hitag : | Set equal to all other SE 8 used together |
| Sector Lotag : | Use with any that raises the ceiling (e.g. Sector Lotag 20) |
| Angle : | none |
| Shade : | Set to brightness when light is on, set sector brightness to when light is off |
| Palette : | none |
| Comments : | :At least one SE 8 with equal Hitag must be in a sector in which the ceiling raises |
| SE 9: | Down Open Door Lights |
| :Used to light up a room when a light comes down from the ceiling | |
| Hitag : | Set equal to all other SE 9 used together |
| Sector Lotag : | Use with any that lowers to floor (e.g. Sector Lotag 21) |
| Angle : | none |
| Shade : | Set to brightness when light is on, set sector brightness to when light is off |
| Palette : | none |
| Comments : | :At least one SE 8 with equal Hitag must be in a sector in which the floor rises |
| SE 10: | Door Auto Close |
| :Used to automatically close a door after a set delay | |
| Hitag : | Delay until door closes (e.g. 128 equals 4 seconds) |
| Sector Lotag : | Use with all door Sector Lotags |
| Angle : | none |
| Shade : | none |
| Palette : | none |
| Comments : | |
| SE 11: | Rotate Sector Door |
| :Used as a door that rotates 90 degrees when activated | |
| Hitag : | none |
| Sector Lotag : | 23 |
| Angle : | none |
| Shade : | none |
| Palette : | 0 = Clockwise 1 = Counter-clockwise |
| Comments : | :Will also activate other SE 11 with equal Hitag values |
| SE 12: | Light Switch |
| :Used to light up a sector when activated with a switch | |
| Hitag : | Set equal to all other SE 12 used together |
| Sector Lotag : | none |
| Angle : | none |
| Shade : | Set to brightness when light is on, set sector brightness to when light is off |
| Palette : | Set to when lights are on |
| Comments : | :The light's color is taken from the SE sprite's palette when the light is
on, and the sector's palette when the light is off. Default is no color (e.g.
palette = 0) :Both the SE sprite and the sector can have different palettes |
| SE 13: | C-9 Explosive |
| :Used to blow apart the ceiling and floor of a sector to create holes in walls | |
| Hitag : | Set equal to SEENINE, OOZCAN, or CRACK sprites to activate |
| Sector Lotag : | none |
| Angle : | Up = both ceiling and floor come together at pre-map Down = only the ceiling or the floor matches the height with the SE sprite depending on which one is closest. |
| Shade : | none |
| Palette : | none |
| Comments : | :Can be activated by a Masterswitch with equal Hitags :If the ceiling has a Sky texture without Parallax set, then the tile will be replaced at pre-map with the closest non-sky texture. When it explodes, the sky will change to Parallax. |
| SE 14: | Subway Car |
| :Used as the car for a subway. Use with SE 6 for Subway Engine. Must be used with Locator Sprite to set track. | |
| Hitag : | Set equal to Locator Lotag for starting position |
| Sector Lotag : | none |
| Sector Hitag : | All sectors withing Car sector must be equal |
| Angle : | Set for direction of Subway |
| Shade : | none |
| Palette : | none |
| Comments : | :Set relative alignment on sector floor (R key) to make sprites move :If a Locator has a Hitag of 1, then the Subway will stop at that Locator for 5 seconds then continue. |
| SE 15: | Slide Door |
| :Used as a door that slides when opened | |
| Hitag : | Set equal to other doors to be opened at the same time |
| Sector Lotag : | 25 |
| Angle : | Set to direction when door is closed |
| Shade : | none |
| Palette : | none |
| Comments : | :Speed sprite sets distance to door to open :Use MusicSFX sprite for sound |
| SE 17: | Elevator Transport |
| :Used as an Elevator that transports from one elevator shaft to another to simulate going straight up from one floor to another | |
| Hitag : | Equal to one other SE 17 |
| Sector Lotag : | 15 |
| Sector Hitag : | 0 = Bottom Floor 1 = Top Floor |
| Angle : | none |
| Shade : | Darkest shade of the two SE 17 with equal Hitag is the starting floor for the elevator. Make the shade at least 30 units dark. |
| Palette : | none |
| Comments : | :Top and Bottom floors must be physically built at proper height
difference to work properly :Both Elevators must be exactly the same size |
| SE 18: | Incremental Sector Raise/Lower |
| :Used to raise/lower the sector floor or ceiling incrementally. | |
| Hitag : | Equal to units moved per activation. One unit equals one PgUp/PgDn in Build. |
| Angle : | Up = Floor will move incrementally (by Hitag#) Down = Ceiling will move. |
| Palette : | 0 = Sector floor/ceiling starts at Build set height >0 = Sector floor/ceiling starts at SE-18 sprite height. |
| Comments : | :Sector will move in opposite direction as it is in pre-map. |
| SE 19: | Shot Touchplate Ceiling Down |
| :Used to close ceiling when a shot or explosion hits within the sector | |
| Hitag : | Equal to others to activate at the same time |
| Sector Lotag : | none |
| Angle : | none |
| Shade : | none |
| Palette : | none |
| Comments : | :Does not check to see when a shot or object passes through the sector
without hitting. :Use MusicSFX sprite for sound |
| SE 20: | Bridge |
| :Used to stretch a sector when activated | |
| Hitag : | none |
| Sector Lotag : | 27 |
| Angle : | Set to direction to stretch sector |
| Shade : | none |
| Palette : | |
| Comments : | :Set relative alignment (R key) on sector to move floor. :Use speed sprite for distance |
| SE 21: | Drop Floor |
| :Used to make a floor or ceiling drop to the height of the SE sprite when activated by a Masterswitch | |
| Hitag : | Set equal to others that activate at same time |
| Sector Lotag : | 28 |
| Angle : | Up = Drop Ceiling Down = Drop Floor |
| Shade : | none |
| Palette : | none |
| Comments : | :Floor or ceiling matches height of SE sprite at pre-map then drops to
set position when activated. :To do opposite, the SE sprite height must be put into sector |
| SE 22: | Prong |
| :Used as Door inside Teeth Prongs | |
| Hitag : | Set equal to Hitag of Sector Lotagged 29 |
| Sector Lotag : | 0, Outside Sector Lotag of 29 |
| Angle : | none |
| Shade : | none |
| Palette : | none |
| Comments : | :This Effector was not tested in the game, so use it at your own risk.
It may cause problems in multi-play :See _SE.MAP for usage. |
| SE 24: | Conveyor Belt |
| :Used to move sprites along the floor like a conveyor belt | |
| Hitag : | Set equal to a switch to turn on and off |
| Sector Lotag : | none |
| Angle : | Set to direction to move sprites |
| Shade : | none |
| Palette : | none |
| Comments : | :Set relative alignment (R key) on sector floor to move sprites :Set speed sprite equal to rate of movement |
| SE 25: | Engine Piston |
| :Used as a Piston that only goes up and down | |
| Hitag : | none |
| Sector Lotag : | none |
| Angle : | none |
| Shade : | none |
| Palette : | none |
| Comments : | :Put SE sprite height to starting position of Piston :Speed sprite equals rate of movement |
| SE 27: | Camera for Playback |
| :Used as as camera position to view playback of game Demos | |
| Hitag : | Set to maximum distance for the camera to view the action of other players (e.g. 2048 equals largest grid in Build) |
| Sector Lotag : | none |
| Angle : | none |
| Shade : | none |
| Palette : | none |
| Comments : | :Camera does not always work well with extreme heights |
| SE 28: | Lightning Engine |
| :Used to create a lightning effect in an area of 10000. On random activation will flash linked Lightning Bolt sprites and start SFX. | |
| Hitag : | Set equal to Lightning Bolt sprite (tile #4890) |
| Angle : | none |
| Shade : | none |
| SE 29: | Floating Sector |
| :Used to make sector float like water or waves | |
| Hitag : | Set to starting height of sector (0-2047) |
| Sector Lotag : | none |
| Angle : | none |
| Shade : | none |
| Palette : | none |
| Comments : | :Use speed sprite to set height of wave :To use as a wave, the sector must only be made of 4 lines. Set one wall as first wall (ALT-F) next to another sector with a SE 29 sprite in it to create a wave. |
| SE 30: | Two-way train |
| :Used as a train car that only goes back and forth from point A to point B | |
| Hitag : | Set equal to a switch to activate |
| Sector Lotag : | 31 |
| Angle : | Set to direction of front of Car |
| Shade : | none |
| Palette : | none |
| Comments : | :Use with 2 Locator sprites to define track :Activator with equal hitag+1 activates when car stops at point A :Activator with equal hitag+2 activates when car stops at point B |
| SE 31: | Floor Rise |
| :Used to rise or lower sector floor when activated by an Activator or Masterswitch | |
| Hitag : | none |
| Sector Lotag : | none |
| Angle : | Up = Start sector height equal to SE sprite height at pre-map Down = Rise sector to SE sprite height when activated |
| Shade : | none |
| Palette : | |
| Comments : | :Use speed to set rate of rise :Use MusicSFX sprite for sound |
| SE 32: | Ceiling Fall |
| :Used to rise or lower sector Ceiling when activated by an Activator or Masterswitch | |
| Hitag : | none |
| Sector Lotag : | none |
| Angle : | Up = Rise sector to SE sprite height when activated Down = Start sector height equal to SE sprite height at pre-map |
| Shade : | none |
| Palette : | none |
| Comments : | :Use speed to set rate of rise :Use MusicSFX sprite for sound |
| SE 33: | Spawn Earthquake Jibs |
| :Used to spawn pieces of metal and rock from SE sprite during an Earthquake | |
| Hitag : | none |
| Sector Lotag : | none |
| Angle : | none |
| Shade : | none |
| Palette : | none |
| Comments : | :Jibs will be spawned whenever an Earthquake occurs anywhere on the map |
| SE 36: | Spawn Shot |
| :Used to spawn a shot every five seconds when activated by a Masterswitch | |
| Hitag : | none |
| Sector Lotag : | none |
| Angle : | Set to direction to shoot |
| Shade : | none |
| Palette : | none |
| Comments : | :Once activated, it will never stop shooting. :Use speed sprite to set object to shoot |
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| Copyright ©1996 Tyler Matthews, All Rights reserved. Go back to my Duke FAQ BUILD page Go back to my Duke FAQ BUILD page Text-Only |